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ihncro! Amusement and Fv+ertainmsnt for I 

''WEB'!:" CAPTURE ANp ARREST, 
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Book .-NC5^> 

Copyright^?. 



COPYRIGHT DEPOSIT. 



INSTRUCTIONS 



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-* GEO. A. RITZ. «*- 




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» *< - ROCHESTER, INT. "2". — g>*-g— 



1892. Geo. A. Ritz, Book and Job Printer, Rochester, N. Y. 1892 








Entered according to Act of Congress, in the year 1892, 
GEO. A. RITZ, 
in the Office of the Librarian of Congress, at Washington. 





-^ INTRODUCTION. <— 



ON offering to the public tlv's booh, first issue of INSTRUCTIONS HOW 
^S xu PLAY "WEB" AND OTHER GAMES,— including on the same 

game board Escape from the Web, Venture into and Escape from the Web, 

''Spider's Feast' on Web. Competition Spiders Feast, Spider s Feast Exit Flies, 
U A Spider's Jury" on Web, Grand Jury of the Spiders Judge and Council 
Competition, ''Spiders Points' on Web, Competition Spider's Points, "Ins and 
Outs" on Web, "Partners' Own" or Ins and Outs, "Suspending Thread" on 
md Even" on Web. "Odds and Ends' on Web, "Spider's Runs 

and Quarrels" on Web, ''The Aroundabouts" on Wtb, cftc, together with 

game-board termed "WEB", fly and spider pieces and other appurtenances; 
author is thoroughly satisfied that he has formed a great combination of amusing 

:rial. one that will give abundance of real and choice entertainment. The 
source of many interesting, inocent social contests, hours of merriment and happi- 
for young and old. ample thought for development of mind, instruction and 
information, a fore guide to future practical possibilities. 

From the numerous games on "Web", Flies and Spiders, their disposition 
habits and movements thoughtful lessons may be pictured. The ups, downs, 
crooks, turns, twists, bents, snarls, roundabouts, deceits, vexations, disappointments, 
surprises and success, of everyday life may be realized. But nevertheless 
the games on Wtb are quiet and refined, teaching self control, patience, prompt- 
ness, watchfulness, solid attainments, purity of character with eye for business, 
righteousness, and kind regard for the rights of others. 

Would recommend to learn one-die " Web" game first, until morre familiar with 
board, others then learn more readily. Confident that with little patience, the 
games fairly well learned, purchasers of "Web" and the honored amusement 
seeking public, will cheerfully bestow such commendation of merit as it may 
deserve. Hoping, it may prove itself full value as an entertainer, become standard 
in estimation as a good article, one of necessity and economy, for whiling away 
with content and enjoyment lonesome leisure hours. 

Respectfully awaiting general acknowledgement and approval of its good 
qualities from an intelligible public, it is author's ambition and wish that every- 
body learn, play and have a ik WEB" of his own. 



PREFACE. 



The spindle or revolving card may be used instead of dice] 
and box. Spin the spindle or revolving card ! Where point of\ 
either stops, between lines on figure cards, you will find] 
amount to be moved on the game-board, If point of spindle 
or revolving card stops on division line it is called a blank and 
may be repeated. Highest even fig are number of card entitles 
to extra spin. Where privilege of one or black die in three dice 
game is given, use card from one to six or take turn not to 
exceed three at spinning until point stops within space from 
B to D. If unable to stop within B D space in three spins 
turn is lost. Use figure card from 1 to 6 in one, 1 to IB in 
two and 1 to 18 in three dice. (Subject to dice instructions 

in each game.) 

♦ ♦ » 



TKe cLifferejtt terms applied to tlxe folio vriTtg , 
to be realized, as wlxat they represent. 

(USED SINGLE AND PLURAL.) 

Combination jly and spider pieces , fly, spider, plain spider, 

or little spider ; are the four pieces of a color or sixteen in all, with fly on one side 
and spider on the other. 

JSHllff Spiders, king, juror, jury, king juror, big spider, grand juror; 
are the four pieces of a color or twelve in all having hole and eyelet in back. 

Safe JslandS, "throne" king spider's throne, throne figure, or throne; 
are, star circle entrance, circle with figure 10, circle with figure W, and in 
cert tin games, figure SO Not all are in every game played or used as such. 

I^Ome, or spider s home is the circle in centre of game board, marked 
HOME, and in which are figures 31± each with a star. 

SwarniS, are the four corners outside of the Web lines, of game-board. 

territory y is from star circle to figure 28 and from the blank space below 
figure °2 to figure 31± in ho>ne; a short and long olumn of figures both adjoining 
a corner or "swarm' with an. entrance into home. 

e WEB", 
Web are the radial and helical lines on the game-board. 

The small spaces formed by the helical lines crossing former, have 
figures designating amount of move. Forward requiring four, to the 
right two. Two moves to the right equal to one move forward. 

Playing out of Web, a move b cckward requires four, to the left 
two. Two moves to the left equal to one move backward, &c. 

Privilege in each case, of moving either or both ways. (Subject 
however to instructions. 



9)ifiecMon6 Jiow fo 3*hy "T^ek. 



)> 



SINGLE- BAND ED, the game is arranged for four players ; it can 
also be played by two or three ; or, each playing but two flies, by five, six, seven 
or eight. 

PARTNERSHIP games for four or eight players ; two players to a 
side for former, and four to each side for the latter ; or eight players with two 
players to a side. 

SHORT AND QUICK games can be played, using one, two or 
three dice and agreeing on but three, two or one fly entries. 

Accompanying each "WEB" there is one Dice Box containing Dice, six- 
teen Flies and Spiders combined, and twelve King Spiders. Place game squarely 
on a table or stand, select of a color three king spiders, four flies and spiders 
combined, and place flies facing, each color separate nearest to edge of the 
Web, into the corner to the left of sitting position designated "Swavm", 
After creating the swarms one throw is made by each player with the dice count- 
ing spots, the majority decides who is to start first. Each player has thereafter 
in rotation one shake of the box, unless thrown, in one-die game a six, in a 
two-dice game two sixes, in a three-dice game three sixes, which entitle to another 
shake, and as many more as the throw is repeated. 

IN ONE-DIE GAME an Ace starts the first fly on the small circle 
with a star, to the left of the "swarm". Movements thereafter are either for- 
ward which counts four, or to the right which counts two, or both forward and 
to the right which counts six, or odd numbers three and five can be put to use 
in case there is not a fly on the star circle at the time, or if such, and it can be 
moved and another entered from "swarm" on star circle ; but at all times the 
full number of spots shook must be disposed in order to count on the shake, 
without jumping over one of your own or competitors' flies. Jumping over 
being entirely prohibited in the game. 

For instance after getting a fly started on the "Web" on small circle with 
star above mentioned, and players' turn again comes to shake the die, a two 
will advance to figure two; a following shake of three will advance fly on figure 
two to four and enter another fly on the circle with star ; a following shake of 
four will advance one of the flies, either from star circle to four or fly on figure 
four to eight four points forward, or the one on figure four tiuo moves of two 
points each to figure eight circling to the right, or v advance the two flies each one 
moi>e of two points to the right ; a five will advance four either way and enter 
another fly ; a six will advance four forward and two to the right or three moves 
circling to the right, or three separate moves of two points to each of three flies 
to the right. 

Player has privilege of moving one, two or three (In two or three dice game 
four.) flies without jumping, on one shake when able to use full amount of it ; 
subject however to other provisions in these instructions. 

The Spider is earned or played on a competitors' fly or spider, by coming in 
contact, landing on the same figure, (dispossessing occupant) taking possession and 
turning up from under fly and announcing a "Spider" which sends rival's fly or 
spider to the swarm; this can be done on any figure on the "Web", 
from four to thirty inclusive, except (10) and (20) circles, which are Safe Islands 
to land on as you cannot be dispossessed of them by either Spider, King Spi- 
der or Fly. Earning a spider by sending opponent's fly or spider back to its 
"swarm" ends move of fly or spider through which accomplished, balance of 
shake must be made up on your other flies, spiders or king spiders. 



In two-handed game, the third, three-handed the fourth, 

fonr-handed the fifth, spider announced, constitutes itself "KING 

SPIDER" and is to be replaced with a spider from the swarm, having an 
eyelet hole through him, which distinguishes him as a king spider ; he is to 
have the freedom of all antagonists and cannot under any circumstances be 
sent back. 

Moving is 4 one according to number of spots shook ; whichever way is 
most beneficial in sending others back to their "swarm" and yourself safe. 

When players' "swarm" in single, or partners' in partnership game are 
vacant, flies (required number , as per agreement of Entry four, three ', two or one) 
entered on or part in home of "Web", odd shakes are useless. 2, 4 or 6, 2 of 
4, 2 or 4 of six, 2 or 4 of 5 and 2 of 3 spots shook, earns spider and sends 
opponent back to swarm ; two or three opponents can be sent with one 
shake; on conditions otherwise specified. 

Player's last entry mto "Spiders' Home" when on 28 cannot be made by 
shaking six when thirty is occupied by opponent ; the latter, if not a king spider 
is sent back to " swarm" by shaking two, and four is then required to enter home. 
Neither would a six be of more benefit than an extra shake, at star circle 
entry or anywhere on "Web", if next figure forward and two or four points to 
the right are occupied. Party first entering the number agreed upon, previous 
to commencement of game, whether flies, spiders or king spiders or of each, 
wins the game. 

Entry onto the ''Web " is as flies, an earned spider sent back to swarm, 
can be re-entered as such and count in earning a king. 

It is intended that opponents be sent back to their "swarm" at every oppor- 
tunity, which is done by using two four or six, (Additional in two-dice eight, ten 
and twelve ; in three-dice fourteen, sixteen and eighteen.) landing on the same 
figure occupied by one of opponents, of whom there are as many as playing, each 
having same number, as entry agreed on, either four, three, two or one, on or 
out of the "Web" at play. 

Spiders once earned count and remain such, even if sent back to "swarm", 
until utilized in making King Spider. Fly sends spider or fly, spider sends fly 
or spider, king spider sents fly or spider. When the one you are sending with 
is already a spider or king, count by turning up another. Care should be exer- 
cised, so that when flies or spiders are sent they are not upset in putting in and 
out of swarm ; when king spider is earned and made all previously earned 
spiders are to be turned down with flies at top. Counting begins anew, each 
player's four combination fly and spider pieces serve to tally. 

IN TWO-DICE GAME when shaking for entry leave out white dice, 
this can however only be done when no king on Web is movable, and all flies or 
spiders not at spider's home are in swarm. IN THREE-DICE GAME same 
as in two, in addition privilege of one die, from 24 on to 34. 

Eight single-handed can be played by placing flies same as in eight 
handed two partners to side, one player taking of a color two flies and the other 
two spiders, keeping count of spiders earned on slate or with pencil on card or 
paper. King spiders of color can be distinguished one choosing the brass eye- 
let at top the other the side with plain hole in back. Tally spiders as follows : 
Name of player, I one X two then — across. 

©Ml! FLY EHTBY on three dice shake, a game rendering quick 
and amusing decisions of minor questions or wagers. Each player plays but one 
fly, second spider earned makes fly a king. Enter on star with even shake of 
spots; privilege of using one dice from 24 on. "Escape from Web"can also be 
played, separately or by joining with former. 



A king spider cannot sent another king but can block him, or a common fly 
or spider ; through assistance of another king spider or unassisted by blocking 
entrance of home or swarm after opponent has moved onto figure 28 near home 
or figure 2 near star circle ; or combining with one player to block another when 
the one with whom you combine is on Safe Island (10) move on 8 ahead of ten 
on track below, when the one to be blocked is on 6, or by some other fly or 
spider chasing him into the blockade ; where he can be held for such length of 
time as occupant of 8 or (10) is not compelled to move on a shake ; Moving 
onto 12 when you can combine with fly or spider on (10) ahead on track below, 
and forcing another on to figure 8 ; Moving onto 22 when you can combine with 
a fly or spider on 20 ahead on track below when their is or by forcing fly or 
spider on 18; Moving onto 18 when you can combine with a fly on 20 and 
blockade on 14; two king spiders can form a blockade anywhere on Web, until 
shake compels a move Reserve king spider for blocking, spidering, or as a 
resort to fall back on in case a move of your other flies or spiders will place them 
into danger of being sent back. To avoid being sent back is not always 
beneficial in winning game. 

Player will notice that "Web" is made up of even numbers, any move on it 
forward counting four (f) and any move circling to the right counting two, (2) odd 
number being used in entering fly. Therefor only difference with two or three dice 
is, shorter game, more territory accessible, consequently more chances to spider. 

Should a player have had unusual luck at shaking dice, and lead by having 
entered one, two or three flies or spiders, other players can combine to entrap or 
sent him back to his swarm, preventing his last entry and continuing him in the 
game. As king spider cannot be sent keep in mind plain spiders or flies competi- 
tor has left and number of spiders it takes to earn another king and direct yours 
and other opposing players' efforts to head off his plain spider or fly. 

Note the playing of your competitors f \i playing sneak game, by moving one 
fly in particular, follow up a close rear with one, and watch opportunity to spider, 
dodging and playing safe from other rivals. Look territory over to the amount 
of your shake, ahe^d, above, back and below of each of your flies or spiders, then 
use to best of advantage, sending to the swarms as many as possible, playing 
safe those of your own, or in partnership game also those of your partners' flies 
or spiders in immediate danger. 

^"Game is played to see who comes out first, second and third best, or a 
series of games can be played, counting game or parts of such, or fractions of 
whatever number playing as follows : 

4 HANDED. 8 HANDED. 

XAMES, A. B. C. D. | E. F. G. H. 

1 Yi Yz o 

1 n h s A — y 2 Vs h o 

Either the one winning first a certain number of games previously agreed 
on, having the be?t record in a number of games, or by arranging a schedule of 
games. Single-handed or partnership games can be played. 

T^IKE NOTICE 1 

After being somewhat familiar with the game, it can also in single 
handed be placed in diamond shape if found more convenient. 

A little judgment sometimes used, keeping in the rear, or when having a 
good lead taking advantage and advance, or keeping one on the star circle to 
follow up with, or giving chance to be returned to swarm, are oftentimes means 
of winning. 

Players can previous to beginning of game if all agree and desire to do so, 
make first entry (or when there are no kings on Web and all flies or spiders are 
either at home or in swarm) on even shake of spots. 



4^"N. B. — Before commencement of game, when desired or prefened 
and all players agree. — Then, in two-handed the second, three-handed third, 
four-handed single and partners the fourth, and when player only plays two flies 
the second, spiders announced earn king and are replaced with eyelet king. 
Otherwise previous instructions are to b a followed.. 

Only difference, one spider less to be made in earning kings, in any game. 

PARTNERSHIP GAMES. 



If no choice in selection of partners, four highest shakes of eight players are 
such ; in eight-handed two players to a side highest shakes in rotation ; and two 
highest four-handed. 

After players are seated at each side of table or stand and partners have 
been decided on, place game-board in diamond shape or if small table arrange so 
that each corner or "swarm" faces a player or players. 

IN EIGHT-HANDED TWO PLAYERS TO A SIDE place three 
green king spiders and two spiders and flies combined into a corner designated 
swarm, flies nearest to star circle ; place an equal number of the red into swarm 
furthest off then place remaining two of green into same swarm aside of two red 
spider and fly combined nearest the space below figure two ; and remaining two 
of red aside of two green fly and spider combined nearest space below figure 
two so that partners are directly opposite each other, one entering from the one 
swarm onto star circle the other from further off" swarm onto space below figure 
two ; place remaining colors on other swarms in the same positions mentioned. 
Change sitting position if necessary, so that flies of a color are represented by 
partners. 

IN EIGHT-HANDED FO UR PLA YERS TO A SIDE four flies to 
a swarm and two players each representing two flies, one entering his on the 
star circle to the left of swarm the other on blank space below figure two to the 
right, remaining two partners occupy swarm furthest off ; place rivals' flies m 
similar position in the other swarms and enter in same way. 

IN FOUR-HANDED GAME partners occupy two corners furthest apart* 
also in eight— handed four partners to a side. 

Move according to shake and figure. Last fly of partners' side when three 
dice are used has privilege of using one die from 24 on, and from 10 on in the 
game ESCAPE FROM THE "WEB", also, of moving partner instead of 
sending him. One partner can sent anothers' fly or spider if other partners' 
agree, which is some times done to get a fly to follow up the rear. 

Take interest alike one in the others' advancement earning spiders in the in- 
terest of side, avoiding when possible moving any of partner's flies or spiders 
into danger. Assist in playing your sides' flies and spiders safe generally. 
Partners can when their is an object in doing so, together constitute a king spider 
with required number of spiders. 

Double entry can be made counting one for each entry, on either the star 
circle or space below figure two, or four for each exit on 34 with star. 



ESCAPE FROM THE "WEB". 

ANOTHER INTERESTING GAME WHICH CAN BE PLAYED BY 

FOLLOWING THE ABOVE INSTRUCTIONS IN 

ALL BUT THESE EXCEPTIONS. 

In one-die game when starting from the Spiders' Home circle, it requires a 
four to start out on either of the places 34 with a star, and circling to the left 
instead of to the right as in the game of "Web". Forming blockades by land- 



in" King Spider on 22 and combining with fly or spider on safe island 20 which 
blocks anything on or forced onto 24; landing on 18 with king and combining 
with fly or spider on 20 blocks anything on or forced onto 22 ; landing on 12 
with king and combining with fly or spider on 10 blocks anything on or forced 
onto 14 ; landing on 8 with king and combining with fly or spider on 10 blocks 
anything on or forced onto 12 ; landing king onto star circle blocks anything on 
or forced onto 2. In earning spiders, opponents are sent back into the spiders' 
home instead of back to the swarm and from the star circle at the edge of Web 
to the swarm it takes one or an ace. The flies may make their escape to their 
swarms through any of opponents star circle entries. 

In two or three dice game when shaking for exit from home, 34 with star, or 
exit from the web into swarm, instructions are subject to those in entering web 
or home. 

m ■ m 

f ilHbeHnofe, 3Jei)fnire J^fo qpd £$c3pe firoft) tfje "iM" 

Can be played by joining both games in one although making a very long 
game; in that case player or partners must have made decided number of entries 
into the spiders' home before they can start to make their escape back to swarm. 



SPIDERS' FEAST" ON WEB. 



Place game-board in diamond shape, on table or stand. Claim near corner 
as your swarm and territory on "Web" including columns of figures facing or 
connecting with swarm. Column left from star circle to figure 28 and 
column right from small space below figure 2 to figure 34 with star in home circle. 

Select your color and put four combination Fly and Spider pieces former in 
view into swarm. One of same color King Spider pieces with eyelet hole through 
it on each (10) and 20 Safe Islands, the other on figure 30 near home entrance. 
This being done by all players, one shake is had with the dice-box by each 
player, counting spots to decide who starts first regular shake. Each player 
has thereafter in rotation one shake of the box unless thrown in one-die game 
a six. in two-dice two sixes and three-dice three sixes, which entitle to another 
throw and as many more as repeated. 

An even count of spots shook enters first fly on small circle with star, or any 
when none of your flies are movable j being either covered by a fo'ng> in home or 
swarm; even shake of spots must otherwise be fully disposed off in advancing 
flies, in order to count on the shake. 

Odd shakes can be used same as in game of "Web", utilizing odd number 
or one for entering when star circle near swarm is not occupied, or, if so and it 
can be vacated and balance of shake can be made up advancing your other flies. 
Otherwise one of kings is forced to retreat either two, four or six points from his 
permanent quarters (10,) or (20) circle or from figure 30 at home circle entrance, 
according to amount of shake after adding one to even up the count of shake. 

For instance a shake of one when unable to use for entering would force a 
king to retreat two points, unless when aole to land on competitor's fly, spider 
or unseated king spider , in that case can advance two points ; a shake of three 
could be used in the same ways adding one as free count and advancing or re- 
treating four points; a shake of five can be made to count in same ways advan- 
cing or retreating ; a seven, nine, eleven, thirteen, fifteen and seventeen can also 
be used in same manner, adding one as free count ; balance over six points, 
can be applied advancing your other flies toward home. 



When a fly can be reached and landed on, by any of competitor's kings 
from permanent quarters King Spider Thrones (10) and (20) safe islands and 
figure 34, by using two, four or six on odd shake, when unable to use said 
odd shake in entering and moving his flies, said fly is levied on and cannot 
advance further ; if owner of fly can land his king on top of the two in the same 
manner he still has a claim on his fly. Judgment is had deciding who gets the 
fly, by getting the succeeding odd shake, successfully returning his king to his 
"throne" which carries the fly with it. If in favor of competitor, the fly is con- 
sidered a captured prisoner, is taken out of the game remaining in possession of 
its captor and counts two after game is over. If the odd shake decides in favor 
of king of same color as fly, it is acquitted and can proceed from under its king 
from "throne" same as if it had not been interfered with. If another competitor 
or a second king, color of fly puts in claim as prescribed by landing on top of the 
others before the deciding odd shake is had by either, the one then, first getting 
the required shake to returnfto his "throne" has the fly. 

A king from his "throne" landing on another king off from his holds him 
fast until required odd shake is obtained by either to return to "throne", the 
one first successful earns spider for the fly nearest to or in home by turning it 
up from under, which, when thus earned, turned up and entered in home counts 
one more, and if captured by an opponent before entering, one less. 

One fly cannot jump or pass over "ame space occupied by another. Count 
of even, and balance of odd shake when able to use latter entering, can be used 
on one, devided on more or all flies or plain spiders. Entry can only be made 
into home when king is forced back. All moving should be done before next 
player's shake. Jumping not tolerated. 

Odd shake forces a retreat of king, reduces trom kings permanent figure of 
thrones (10,) (20) and 30, two four or six according to shake; retreat or advance 
when levying on flies, spiders or detaining kings. 

COUNTING UP AT END OF GAME- 
Entering a fly into home counts three; entering them as a spider counts 
four; capturing a fly two; capturing a spider one; possession of each of the 
thrones three. 

PARTNERSHIP GAMES. 



IN FOUR-HANDED place flies and kings same as in single-handed. 
Partners occupy territories and swarms furthest apart. Each player having 
charge of a swarm and territory. 

IN EIGHT-HANDED TWO PIA VERS TO A SIDE, partners 
occupy a swarm together, each having two flies one entering on star circle the 
other on blank space below figure two. Both using either of kings at conven- 
ience, according to shake, in protecting, assisting or playing in the interest of 
side generally. Partners shake in succession. 

IN EIGHT-HANDED FO UR PIA VERS TO A SIDE, partners oc- 
cupy two territories and swarms furthest apart. Two players represent each swarm 
one entering his on star circle the other on space below figure two. Both using 
kings belonging within their territory and to swarm, as in eight-handed two part- 
ners to a side. Partners in a swarm shake successivly in rotation. 

Competition Spider's Feast. 

If no choice in selection of partners, one shake is made by each of players 
which is termed "position shake"; highest shakes in rotation are partners. 
Highest shakes of each of partners' sides in eight handed have charge and occu- 



py the sides territory and swarm and have two flies same color as king, in swarm 
near star circle entrance and a king on each (10) and (20) circles. Highest 
amount shook by all of above players also has first regular shake. 

IN EIGHT-HANDED TWO PLA YERS TO A SIDE, partners own 
territory and swarm together; (word "swarm" and figures of territory same 
color as flies and kings) and must at end of game after all flies are disposed off, 
have or at following last shake get their kings on the three "thrones" 10, 20 and 
30 within their territory. Although at beginning of and during the game part- 
ners' king is and reigns on rival's territory, on throne figure 30 near home, as 
if within his own established territory, and has his two flies also in furthest off 
rival's swarm, near small space below figure 2, entering them thereon in same 
manner as partner or opponents do on star circle. 

IN EIGHT-HANDED FO UR PLA YERS TO A SIDE, the four 
players shaking greatest number of spots are partners, enter on star circles and 
have two flies to the left near star circle in each swarm. Remaining four are 
likewise partners, enter on small space below figure 2 and have two flies each to 
the right of swarms. 

The two shaking the greatest number of spots have charge of 1st sides' terri- 
tories, with same color kings as figures in territory on 10 and 20 circles and same 
color flies near star circle in swarm, where star and word "swarm" is of 
same color. Two next highest shakes or balance of 1st sides' players each have 
a king in rival's territory on thrones 30 and two flies each to the right in their 
swarm. 

Two highest shakes of the other side's players have charge of territorries of 
same color figures within territory as kings on 10 and 20 circles, flies to the left in 
swarm and with word "swarm" of same color; although entering on blank 
space below figure 2. Two lowest shakes or balance of 2d sides players each 
have a king in rival's territory on thrones 30 and two flies to the right in each 
of their swarms, entering on space below figure 2. 

PI ay your own flies, spiders or king spiders, but when you can be of assist- 
ance, protect or be of benefit to the side, you can include some of your partners, 
not compelled however, nor should the amount exceed six points ; can be 
done only when able to move at least one of your flies or kings on even shake. 
Take interest alike in both your own and partners' advancement. 

SPIDER'S FEAST -EXIT FLIES. 

Instructions same as above only reverse. Place kings on figures 30 onto 
star circles and instead of using one for exit entry use four and it takes 1 from 
star circle into swarm. 



The New Game. — "Spider's Feast" on Web. 



It represents the spider's life, 

Somewhat pictures human strife ; 
Latters' various stages in life, 

Misery, vice, worry, surprise. 
Pleasure, fun, amusement, delight, 

Through "monopoly of the dice". 
"Web's" ensnarling tracks, 

clinching vise, 

The spiders' grip on captured fly. 



Some Web and weave, yes very fine, 
You do not see the glutting outline. 

They tempt in offer, false promise, 
Deceive in aim, 'wicked ways; make 

You or yours the object "their game". 
Perseverance, active toil, struggle, 

When successful then comes the 

"spider king" 

Drains life 's blood, "to help you out ' '. 



What an intriguing Web is weaved, 

Blindfold favors, "make beliefs" 
The forethought object, to deceive ; 

Spider's feeling for timid flies, 
Offering protection, legal advice> 

Shelter of a home willing to devide 
If they will only step inside, and 

Abide by law cc his selfish nature 
provides". 

Silver threads of spiders ' Web, 

Outlines for a home are spread. 
Entangling lines on mischief bent 

Circling round from end to end, 
Fastning firm, each enclosing turn, 

Until within a diminutive space 
There is a free for all elegant place, 

Which abounds with joy 

" spiders' grace". 



With plenty room for flies to rent, 

A beautiful home for mere consent 
To enter in without expense, 

On invites by the various kinds 
Of sympathizing, devouring sharks, 

Who from clients 'taken last spark; 
Life-drops of finance, robbed their 

Hearts' energy and ambition, 

"sweet chining larks/' 

Inhuman monsters, heartless set, that 
'11 rob mans' family needed bread, 

Put on airs through breach of trust, 
And boast of sufferer, he must bust. 

Like the spiders, through their Web 
Ensnarlingly accom'de on condit'n; 

Result, your admission, 'provision 

• That your the object for the 

"Spiders' Feast". 



"A SPIDER'S JURY" ON WEB. 

Game can be played two and four handed single. Four-handed partners, 
eight-handed four partners and eight-handed two partners to a side. 

IN TWO HANDED players occupy swarms and territory furthest apart, 
in four handed each player occupies a swarm and territory, (Eight handed see 
instructions following later.) Use one two or three dice. 

Place game-board, select your color, territory and swarm as in the game 
"Spider's Feast". Set cover of dice box in center of home which forms the 
prison. A King Spider (with eyelet) on each the (10) and (20) "thrones" the 
other on star circle to the left of "swaim". Put two of the flies facing on figure 
34 in home one on top of the other, the other two on figure 30 near home, 
with top one of latter two facing as a spider ; all to be within your territory. 
Then each player has one shake of the box counting spot<= to decide who has 
first regular shake. Each player thereafter has in rotation one shake of the box, 
unless he throws in one-die game a six, in two-dice two sixes and three-dice three 
sixes which entitle to another throw or as many as repeated, provided full amount 
of spots shook can be disposed returning or advancing to "thrones" within your 
territory otherwise such extra shakes are useless and of no account. Odd num- 
ber shook and adding one retreats, circling left or reducing from throne 
figure; even number shook advances the amount, circling to the right or moving 
forward. 

Full amount of even shake must be advanced, and all of odd adding one 
retreated; it can however be devided between "jury kings" and "deputy". 
King jurer cannot move after finding an endictment against others or when 
landed on, fly of its color thereby standing endicted, until verdict is rendered 
and judgment satisfied. 

The twelve kings are the Jury. The four facing plain Spiders the Deputies, 
the Flies under them the prisoners before the Grand Jury of Spiders. The 
balance of flies are held for examination. VERDICT OF SPIDERS' JURY, 
death to fly, imprisonment or acquittal. Players act as Judges and Council. 

Moving is done solely with jurors and deputy. Flies remain intact. When 
verdict is rendered on an endicted fly judge or council will assist deputy to escort 



it to its destination and see that deputy is returned with another prisoner in 
charge, as prescribed. 

Landing grand juror on top of another, finds an endictment against latter' s 
fly under "Deputy" and it is on trial. Whichever of the two gets required 
shake to return to their throne first wins ; if in favor of juror landed on, its fly is 
•icduifted and placed by its "deputy'" through assistance of its council (by order 
of judge) into his fly swarm, given its freedom is out of the game, but counts 
two at end of session ; which is when the eight held for examination and four 
prisoners are tried. NUMEROUS SESSIONS OF COURT may be had. 

If the grand juror [considered Fore?nan) finding the endictment against the 
other, (latters' fly in charge of a deputy thereby standing endicted) succeeds in 
getting required shake to return to his throne first, carrying other juror with it 
and holding him until he gets possession of prisoner fly from player, through 
deputy in charge who then returns to his throne 30 with another fly under him of 
his color from figure 34 ; carried juror can then also return to the figure where- 
from verdictwas rendered, which is ; death to the fly or flies. They are disposed 
off, are out of game, remain in hand of successful {player) council or judge, and 
count two points each at end of session. 

If a third grand juror should land on top of the two, or more, before either 
had succeeded in getting required shake to return to their "throne" flies of both, 
or more, would stand endicted and number of verdicts would depent according 
to location of juror in favor of the one getting the successful shake. 

Deputies have same privilege of retreating from and advancing to figure 30 
(carrying prisoner fly with them) as other kings, but when caught napping off 30, 
fly can be endicted by any king jurer; tried and verdict of spiders' grand jury 
rendered. Or, an endictment found through assistance of any deputy in same 
manner and if latter gets succeeding required shake to return first, endicted fly 
is ordered to prison through deputy's council. 

If the one against whom endictment was found returns first, it gains its 
freedom as regards that endictment but is still before the jury in charge of deputy 
and a second endictment may be found. If a fly is confined in prison, and the 
endicted gets the first required shake neccessary to return, the confined prisoner 
can again come before the grand jury of spiders, deputy will escort it onto figure 
34. All flies confined in prison at end of game count nothing, Jurors dispo- 
sessed of their "thrones" are fined two deputy one point. When all three flies 
have had their trial and been disposed off, session or game (as case may be) is at end. 

PARTNERSHIP GAMES. 



If no choice in selection of partners, one shake is had which is termed 
"position shake". Four highest throws of eight players are partners; in eight- 
handed two players to a side highest two shakes in rotation ; and two highest of 
four-handed. Highest shake of all has first regular shake. 

Play your own jurors or juror and deputy, but when you can be of assistance, 
protect, or of benefit to the side, you can include some of your partners, not 
compelled however ; can be done only when able to move at least one of your 
jurors or deputy, retreating backward or advancing forward according to shake. 

IN FOUR-HANDED , place jurors and deputies same as in four-handed 
single, partners occupy tentornes directly across game-board in shape of X, 
each player has charge of a territory. 

IN EIGHT-HANDED TWO PLAYERS TO A SIDE, partners 
occupy a territory together Highest shake of each side have charge of kings 
on star circle and on figure 10. Other players have charge of king on 20 and 
deputy with prisoner on 30 in same territory each with his partner. Partners 
shake in succession. 



IN EIGHT-HANDED FOUR PLAYERS TO A SIDE, partners 
occupy the two territories directly across game-board in shape of an X. High- 
est snakes of each side have charge of jurors on star circles, and on figures 10. 
Other players each have charge of juror on figure 20 and deputy with prisoner on 
30 in same territory each with partner of color. Two players of sideGshake 
successively in rotation. 

GRAND JURY I SPIDERS -Judge I Council Competition. 

If no choice in selection of partners, position-shake decides ; highest shakes 
in rotation are such. Highest of each of partners' side have charge and occupy 
sides' territoiy and have juror same color as figures within territory on each star 
circle and on figure 10. Highest amount of individual position-shake has first 
regular shake ; if more than one they shake off tie. 

IN EIGHT-HANDED TWO PLA VERS TO A SIDE, partners own 
territory and swarm together, with same color figures, word "swarm", flies and 
grand jurors ; and are supposed after their three flies have had their trial, been 
disposed off, to have or get their three jurors on "thrones" star circle, 10, 20, and 
get deputy on figure 34 in home as prison guard within their own stated territory. 
Although at beginning of and during game partner has a grand juror on 20, the 
deputy with prisoner fly under on 30, two flies held for examination on 34. in 
antagonist's territory directly across, (swarms furthest apart) move and reign 
from former figure 30 with deputy and his prisoner as if within his own establish- 
ed territory. 

J£3TF. N. — Before commencement when preferred, can instead of using 
antagonists' territory directly across use the adjacent one in similar way. 

Other player or partner of side has charge of established territory and 
swarm and has grand juror on each the star circle and figure 10. 

IN EIGHT-HANDED FOUR PLAYERS TO A SIDE, the two 
highest on position shake of each side, occupy and have charge of territories 
directly across game board forming an X, have a juror on each star circle and 
figure 10 within their territory. The other two players are in adjacent antago- 
nists' territories, one to the left the other to the right and occupy each a figure 
20 with juror, 30 with deputy and prisoner under him, two flies held for examina- 
tion on figure 34 ; former, deputy with prisoner, moving from, to and reigning on 
figure 30 in antagonist's territory, as if it were their own until all flies are 
disposed off. 

P. N. — Before commencement of game when preferred, can instead of using 
adjacent antagonists' territory use the one directly across in similar way. 

Two highest on position shake of the other side have charge of the other 
two territories shaping an X, other two players of side occupy similar position 
in antagonists' territory. 



"SPIDER'S POINTS' 1 ON WEB. 

^WtWM 1 ^^ 

Game can be played two, four or eight-handed single. Four-handed partners, 
eight-handed four players and eight-handed two players to a side. 

Place game-board in diamond shape on table or stand, select a territory on 
the Web two columns of figures facing swarm ; column left from the star circle 
to figure 28, column right from small space below figure 2 to 34. Place four 
plain spiders same color as figures in territory, one on each 10, 20, 30 and on 
star circle which are called the "thrones". One throw is had by each player to 
decide who has first regular shake. 

In two-handed each player occupies two territories, together shaping an X. 
In four-handed each a territory. In eight-handed one player occupies star 
circle and figure 10, the other figure 10 and 20, former ' with two plain spiders 
latter with eyelet hole spiders, all same color as figures of territory ; other players' 
positions in remaining three territories are to be likewise. 

In one-die game five or ten points is a game, in two-dice ten points, in 
three-dice ten or fifteen. 

An even shake of spots compels advancing the amount, on one or more of 
your spiders, forward, forward and circling to the right, circling all of shake to 
right or circling to right and then reducing four ; according to amount of shake 
whichever way is most safe and beneficial assisting to gain or earn points. 

An odd shake compels to retreat the amount on one or more of your spiders, 
reducing, reducing and circling to the left, circling all of shake to the left or 
icirclmg to left and then reducing four, according to amount of shake after 
adding one to even up, whichever way seems safe or is most beneficial in earn- 
ing points. 

EARNING POINTS. — When player's spider is landed on by another he is 
held and cannot proceed further; if he succeeds in getting the shake to success- 
fully return to his throne first, spider has his freedom. If antagonist gets re- 
quired shake to return to his throne first he gains a point, or in returning he can 
land on another or more betweenway, he makes as many additional points as he 
lands on antagonist spiders, in making return. If a third or fourth should land 
on top of others' before a successful return shake is had by either, the number 
of points would depend, on number of spiders under or held by successful one. 
The spiders held on whom points were earned can after count is made and 
allowed, return to their throne. 

Prints cease being made or allowed after required number is earned, although 
antagonists' can be earning points on former as long as he has not announced 
points of game, playing perhaps, to get spiders on thrones. 

A fine of one point off is imposed on every spider dispossessed of his throne 
at end of game. 

PARTNERSHIP GAMES. 



IN FOUR-HANDED partners have territories in shape an X, each with 
flies same color as figures on his territory. 

IN EIGHT-HANDED TWO FLAYERS TO A SIDE, partners 
occupy territory together one with plain spiders on star circle and figure 10 the 
other with spiders having eyelet hole one on each figures 20 and 30. They shake 
successively 

IN EIGHT-HANDED FO UR PLA VERS TO A SIDE, partners 
occupy territories in shape of an X, two players in each territory, one moving 



with plain spiders on, star circle and figure io the other with spiders having 
eyelet hole, on figures 20 and 30, with same color of spiders as figures in 
territory. Partners in a territory shake successively. 

Competition Spider's Points. 

In Eight-handed Four Players to a Side, one player has charge of 
plain spiders on star circle and figure 10, in territory with same color of figures, 
other player of side has charge of the two spiders with eyelet, in territory directly 
across on figures 20 and 30. Other sides occupy similar positions. 

In Eight-handed Four Partners to a Side, two players of a side 
each have charge of a territory directly opposite each other, and plain spiders on 
star circle and figure 10, other two players of side occupy figures 20 and 30 in 
adjacent territories to the right of each partner or established territory. 

J^"Partners will move when possible with view of having another or one of 
partners ' within reach, in case first spider is landed on or held. Take interest 
alike for the benefit of the side generally. When opportunity to hold or land 
on rival's spider occasions with one of your partners, do so by all means ; you 
must however be able to move one of your own at least one move. 



"INS AND OUTS" ON WEB. 

Interesting two and four single-handed games. 

Game-board is placed in diamond shape on table or stand, position shake is 
had deciding which has in or out position of kings, also who has first regular shake. 
For a move forward or backward it takes four, a move to the right or left two. 

IN TWO-HANDED player has kings and flies of same color as figures 
on territory, a king on star circle and one on each 10 and 20 figures all called 
thrones. Two plain combination pieces, spiders facing on star one on top of 
other near figure 34 in home adjoining territory, other two as flies in swarm 
adjoining same territory ; former two, make exit from the Web into swarm as small 
spiders, and exit-entry (when no fly or little spider is movable) onto figure 30 on 
even shake of spots, otherwise it takes four ; latter two flies enter on star circle 
on same conditions, otherwise on the one of an odd shake or an ace. Either or 
both move on even shake but are restrained from entering any territory but their 
own, unless it is to return when carried away by a rival's king. 

Rival-player has a king on each 10, 20 and 30 thrones, flies and little spiders 
in same position as the other player's, and occupies territory directly across, to- 
gether shaping an X. Instructions subject to above. 

Kings have privilege of moving either way, two, four and not to exceed six 
points on one king, of the amount, adding one to even oddjhake. Any of anta- 
gonists flies landed on and brought into your own territory before former's king 
can hold, detain or return his fly, counts an OUT for you, when after it leaves 
your territorry and you can again return it with one of your kings before it gets 
back to its own territory, it is OUTS to stay ; is taken off the board by you and 
counts one in your favor at end of game. 

King can attack another king landing on top of him, only when latter, the 
attacked has under him former's fly or little spider. In that case the 
attacked can follow up with a king or kings and endeavor to return the fly or 
little spider into its own territory the destiny of fly or little spider depending on 
odd shakes of the two combatants, whether it remains and advances, is set back, 



or goes out of the game entirely. Otherwise kings only block, force to retreat, 
advance or are played whichever way they can protect or be of most benefit to 
their attacked fly or little spider, or all, or with a view of attacking rival's flies 
and little spiders, bringing them into their own territory working OUTS on them 
or putting to all inconvenience possible, forcing back or advancing contrary to 
their wishes, in order to accomplish the object in view, that of being first to 
make the successful entries of little spiders into fly -swarm and flies into spiders 
home ; and claiming many as possible of opponents. 

OUTS or possession of opponent's flies or little spiders at end of game 
count one point each. ENTRY into fly-swarm with little spiders or of flies 
into spiders-home counts two points each. A fine of one point is imposed on 
each King off from stated thrones at end of game. 

After little spiders and flies have been entered or otherwise disposed off, 
and some of your kings are unseated, you can only advance on even shake and 
retreat on odd adding one, unless you attack a fly or little spider of a rival's who 
has worked outs on yours, in which case during attack or while little spider or 
fly is in your power you can move either way. 

i&"When fly or little spider has been attacked any of your kings has privi- 
lege of jumping on top of intruder on odd shake, endeavor to return the attacked, 
attack and return part of the way, moving to the amount of your shake carrying 
intruding rival's king with yours ; if you succeed returning the captured fly or 
or little spider with intruder's king into your territory, you thereby defeat his 
object and gain an IN and force him to retreat to his own territory, wherefrom 
he may repeat his attacks. After a second intrusion and return to your own 
territory of the intruding king, in same manner as just prescribed above, you gain 
INS and can if opponent has one of your little spiders or flies in possession, have 
it returned to you, or compel him to deliver to you one of his own. Or your 
king can jump over and block so as to force the intruding king with fly or little 
spider, to retreat or advance whichever way the attacked belonging to you is 
bound. 

Ins cannot be gained when rival's intruding king does not molest your flies 
or little spiders. 

In two and three-dice on odd shake of spots, the amount of black dice tells 
amount to be moved by the kings, balance is to be used moving flies or little 
spiders. Using even of black and adding one to white or adding one to odd ot 
black and the even to white on odd shakes. 

IN FOUR-HANDED same as in two-handed with exception that when 
making an attack in either of adjacent territories with the object in view of 
working OUTS, the distance of eight points must be made from column of the 
attacking king's throne in his own territory, attacking first, then on succeeding 
odd shake go beyond either in adjacent or furtheroff territory, in order to balance 
off the required eight points and start to return ; in all both ways, sixteen points 
from throne column. No more than two points each way can be counted within 
your own territory. Each player has charge of a territory with three kings, two 
little-spiders and two flies placed in similar positions as in two-handed. 

PARTNERSHIP GAMES. 



Four-handed, eight-handed two players to a side, and eight-handed four 
players to a side. Partners occupy territories in shape of an X, except in eight- 
handed two players to a side. 

IN FO UR-HANDED , each player has charge of a territory with same 
color figures as flies and king spiders; one player has king on each 10, 20 and 30 
"thrones" two flies in swarm and two little-spiders one on top of other on star in 



'SUSPENDING THREAD" ON WEB. 



IN TWO AND FOUR-HANDED. — Formers' territories together 
shape an X. In latter, each occupies a territory and adjoining swarm. 

Place game- board on table or stand in diamond-shape, bearing in mind your 
territory which is same as in games "Spiders' Feast". Place four flies facing in 
swarm and three king spider pieces one on top of others in center of horre near 
star. Both swarm and home adjoin territory. Enter combination pieces as flies 
same as in Web games, moving on even shake only, unless able to enter a fly 
with odd and balance up shake moving your other flies or plain spiders, A 
move forward or nearer home, requires four a move circling to the right two. 
When able to land on top of opponents' fli^s or little spiders, latter is sent back 
to swarm and former earns spider. When the number of spiders are made that 
are required in Web game to earn a king, you then have privilege (or in partner- 
ship jointly) of moving one or more flies or spiders, four points for each spider 
earned ; they are again turned down and earning spiders begins anew. 

One, two or three dice may be used. 

Kings at home can be run onto the Web and off into home ; enjoy privilege 
moving either way in order to protect, assist, advance, play safe, earn spiders 
for flies of color or side, on odd shake of spots adding one ; also, all of even 
at pleasure, when unable to use full amount otherwise. Full amount must in 
either case be disposed moving, to count on shake. 

King can jump on fly of its color, thereby protect it from being sent to 
swarm, assist by moving along with it counting double for the two pieces from 
amount of shake, adding one to the odd. Earn spiders by sending opponents' 
little spiders or flies to their swarm. Two kings may block a third, a fly or 
spider for such time not compelled to move. Kings may permanently occupy 
their own thrones 10, 20 and star circle ; move backward and forward therefrom. 
Earning spider ends move of piece through which accomplished. Full amount of 
spots adding one to odd shake must be used to be valid ; it may however be used 
on more than one king. A king, little spider or fly are safe from harm on thrones 
within their own, also opponents' territories ; with exception, from latters' 
Suspended-Spider-Kings when not within own territory. 

SUSPENDED-KING can only be announced and start from home. To 
distinguish as such break an ordinary match and put part in the eyelet-hole of 
the king piece. Fly or little spider captured and brought home by Suspended- 
king is out of play entirely ; this is also the case with king, or both fly and king 
when together brought home. Suspending-king is such only, until he returns 
home after leaving it, or is shaken off from thread by being blocked, forced 
beyond any "throne or safe Island" including figure 30. 

When your king is announced on suspending thread, he is thereafter consid- 
ered and known as a Suspended-king, is on the alert, can capture fly, spider or 
attack a king jump on attach to thread (match) and if able to get home with its 
prey by getting required throws first, captured king is an eaten unwelcome male 
spider; counting two points off for side it represented and two in favor of side 
it falls victim. A fly or little spider counts one point oft to the looser and one 
in favor of the winner. Looser being minus the piece of one or two points or 
of both. 

Suspending-king after starting from home exit-entrance after prey, must 
return same way without being blocked, forced to give up prey, deprived of thread, 
held by king, caught and brought home by an opposing Suspended-king. 
Suspended-king may also be blocked out from entering home by another player 



suspending a king and starting off in former's territory on figure 34 ; attacking 
Suspended-king with prey can thus be held, deprived of prey and "thread" 
(match) though not captured as figure 30 is a throne for Suspended-kings. 
Kings must be either at home or on "thrones" star circle, figures 10, and 20, 
(including 30 for Suspended-kings) in order to have them count two points each 
on final count at end of game. A fine of one point is imposed on dispossessed 
kings. 

PARTNERSHIP GAMES. 



Four-handed, eight-handed two partners, and eight-handed four partners to a 
side. 

In Four-handed partners occupy swarms and territories, same as two- 
handed single. 

In Eiv;ht-handed Two Partxers to Side, partners to a territory one 
having particular charge of kings the other of the flies ; though playing all in 
the interest of side. 

In Eight- handed Four Partners to Side, same as in eight two to 
side. Partners occupy territories in shape an X with two players to each terri- 
tory one having particular charge of kings other of flies in each. 

^^"Keep watch of both kings and flies as in single-handed. Players can 
when their sides' partners agree, in order to end or make safe, deprive partners' 
Suspended-king of thread or capture with S. king which will count two points 
the same as if left on a throne or in home at end of game. 



"ODD AND EVEN" ON WEB. 

Games can be played two, four and eight-handed single. 

Four-handed partners, eight-handed four players, and eight-handed two 
players to a side. 

Place game-board and spider pieces of color in same positions in territory 
as in games "Spiders Points", also decide first regular shake in same way. 

In two or four-handed single, eight-handed four players to side and four- 
handed partners, the inner two pieces on figures 20 and 30 nearer home should 
face as spiders while the outer two on star circle and figure 10 as flies within a 
territory, in order to be able to distinguish which are to be entered in home and 
which into swarm. Two combination and two eyelid-hole king spider pieces 
may also be used instead, as in eight-handed two players to a side or eight-handed 
single. 

The object of the game is to see who first or in rotation succeeds in ad- 
vancing from figure and moves the pieces on 20 and 30 into home on even, and 
retreats pieces on 10 and star circle, reducing from figure and star, moving 
into swarm on odd shakes adding one. One or the other or both must however 
when able to do so be moved according to shake odd or even until object in view 
is accomplished. 

When unable to use the throw or part of of it, advancing on even shake those 
on figures 20 and 30 toward or in home, must then advance pieces on star circle 
and figure 10, in part or whole amount of shake as the case may be. When 
unable to use the throw or part of it retreating into swarm, by reducing from 
figure 10 and star circle on odd shake, must then retreat by reducing from figures 



home adjoining same territory; other player has king on 10, 20 and star circle- 
throne, flies and little spiders same as partners. 

Antagonist's position of flies, little spiders and king-spiders is similar in 
other two territories. 

IN EIGHT-HANDED FOUR PLAYERS TO A SIDE, same po- 
sition of flies, little spiders and kings as in four-handed, two of sides' players 
have charge of two little spiders on star in home, each in his territory ; other 
two players have charge of flies in swarm adjoining each territory. Both players 
in each territory move and play kings on odd shakes to the btst advantage for 
the side. 

Antagonists have similar positions, in other two territories. 

IN EIGHT-HANDED TWO PLAYERS TO A SIDE, partners 
occupy a territory together and move as in four-handed single, one player having 
the little spiders in charge, the other the two flies, both move kings on odd 
shake to advantage for the side, and shake in rotation. 



ALL PARTNERSHIP GAMES CAN ALSO BE PLAYED 

AS FOLLOWS : 

With same positions of flies, little spiders and king spiders. 

One of players in territory moving the flies and little spiders on even shake, 
odd shake being useless. Other player of territory moving kings on odd shake 
adding one, even shake being useless to him. 



"PARTNERS' WN n on Web or Ins § Outs, 

SUBJECT TO LATTER INSTRUCTIONS. 
Making an entirely different game. Played four-handed and eight-handed. 



In Four-handed, place game-board squarely on table or stand ; partners 
claim and have charge of adjacent territories, have flies, little spiders and 
kings all of same color as figures on territory. To the left in territories on both 
sides, kings are on star circle, figure 10 and 20 thrones ; two little spiders on 
star in home and two flies in swarm ; or four little-spiders in home on star. 
To the right of game-board in territories of both sides, kings are on figures 30 
near home, 20 and 10 thrones with two little spiders in home on star and two 
flies in swarm; or four flies in swarms. 

In Eight-handed Four Players to a Side, similar position of kings, 
also of flies and little spiders ; two in home and two. in swarm, each player of 
side having charge of and moving two, and any or all of kings at convenience on 
odd shake. Subject to instructions of 'Tns and outs". 

P. N. — Can also be played, one player of a territory playing and moving 
the flies and little spiders, the other the king spiders. 

Play and act as a unit with partners in the interest of side, one protecting 
another's flies or little spiders, combine to entrap or get ours on rival's flies 
or little spiders, move or assist to avoid danger, Etc. 

^^"Bear in mind that a king can land on his own fly or little spider and 
bar opponents from making attack. 






20 and 30 part or whole amount of shake as the case may be. Exit and entry 
on star circle takes four same as entry from or into home. 

Disadvantageous, or forced off entries are re-entered in same way and 
played until entered in their place of destination, set forth. 

^One spider piece landing on top of an opponent's anywhere with excep- 
tion star circle, figures 10, 20 and 30 gives latter a disadvantageous set-back of 
one move, of either two or four points. 



'ODDS AND ENDS" ON WEB. 

-—^mmm**™ — 

Position of game board, and combination pieces in swarm is same as in 
4 'Web". Enter them on blank space below figure two when star circle is occu- 
pied by any king. Instead of earning spider, the attacked is forced back the 
amount it requires using to land upon. From blank space to figure two it 
only requires amount of figure. With above exceptions ; move, enter and 
play pieces with same object in view as in "Web" game. 

Only two king pieces are used within a territory ; one having charge and 
head-quarters on star circle adjoining swarm, the other on figure 30 adjoining 
home. 

King of star circle, or of figure 30, on odd shake or numbers adding one, 
must use the amounts within the two circuits. 

Star circle king must start by moving four forward, then retreat to the star 
circle in adjacant territory, again advance therefrom four forward, and retreat to 
another star circle, &c, until the circuit has been made around the board and 
the king is again on star circle in his own territory. Figure 30 king starts by 
retreating to figure 26 into adjacant territory, then advances to 30 therein, again 
retreating to another territory onto figure 26, again advance four, &c, until 
circuit has been made around the home and king is again on figure 30 in his 
territory. Retreating can be done with one or two moves in either one or both 
circuits. Moving in all, the amount of shake or numbers, adding one. 
Any fly attacked within the circuit is carried around with the king, and if safely 
brought home its career is ended ; and at final count it is a point in favor of 
capturer. If another king should land on top of king with prey it is then a 
question who will capture; getting required "odds" to bring captive onto his 
star circle, or figure 30, in whichever circuit it may be. A king can likewise 
rescue its own attacked fly, or assist it onward on the Web or Home within 
reach of circuits, as much as possible. 

Moving can as desired, be done in part on each circuit or the whole on one, 
or either ; when able to use odd shake adding one must do so. 

Distance from star circle to another, or from figure 30 to 30 is eight. 
Move in whichever circuit you may think most benefit to make or prevent loss 
of your game ; all necessary, is that full amount of odd adding one to even up be 
used in order to use at all. 

After all of a players' flies are entered in home, captured or disposed, kings 
must be moved onto thrones . 

Enter in home counts two, capture of a fly one, disposessed king is fined 
one point. 

^rPartnership games may also be played; sides' players moving all of the 
pieces and both kyp$ on circuits, or either king to a player of territory and side 
on inner or out circuit. Partners and opponents take turns-alternately. 



''Spider' s' Runs and Quarrels" on Web. 

— ^^$mw^^~ 

May be played two, four and eight-handed single ; four and eight-handed 
partners and eight players two to a side. 

IN TWO AND FOUR-HANDED, each player has the thrones of a 
territory in charge. 

IN EIGHT-HANDED, a player has charge of star circle and figure 20, 
another in same territory, of figure 30 and 10; likewise in the other territories. 
In this game use plain combination pieces and keep kings off from game-board, 
where they may be brought into your swarm or home on fifty points. Move 
both your pieces throughout this game. 

Have game-board placed with two columns of territory facing you, and 
king spider on each the star circle and figure 30 two combination pieces on each 
10 and 20 thrones, (considered clients) which remain exposed to attacks of 
opponents kings, until called off from throne by its own king on fifty or more 
points, is placed into its swarm or home, and calls for that amount at final count 
Each combination piece brought home, therefor is rated fifty points to its king, 
and if left on throne at end of game nothing. 

Use spindle or revolving card and card with figures 10, 20, 30, 8, 16, 18 
and 24. on it. Moving solely with king, even amount from star circle odd from 
throne 30. The amount designated by spindle or revolving card will land king 
on an opponent's throne, if occupied by his king you count the amount of spin, 
if unoccupied you discount the amount, if such or part to your credit, or not 
already used in bringing home your client on fifty points. The number of 
points to a run and quarrel may be previously agreed, otherwise with one 
combination piece it is 150, with two 200, with three 250, with four 300 points; 
which may also be considered a game. Or five such runs and quarrels make 
a game. A move to the right or left takes two, forward or backward four, exact 
amount must be used to reach a throne. 

When all combination or other pieces, or substitutes have been withdrawn 
and fifty points for each therefor earned, kings become quarrelsome and after 
attacking opponents, instead of returning to throne on succeeding spins, may 
play with his own, opponent from his throne, carrying along by using double 
count for both, half the distance of amount of spin. If able to bring him to 
your throne, it counts the whole amount, or such part of the run and quarrel had 
between the two. If the attacked succeeds in getting away by landing on another 
king or combination piece, he can immediately return to his throne or that of 
another, but only counts after touching his own. The same in case he gets out 
from under quarling king betore carried off from throne, must first touch or 
occupy debarred throne before resuming count. 

Each player to have equal number of turns ; not to be mistaken however for 
shake or spins, as highest amount of die or figure card entitles to another. Should 
result of game be a tie, extra run and quarrel is had. Paper and pencil maybe 
used when unable to keep account in mind. 

PARTNERSHIP GAMES. 



IN FOUR-HANDED, position same as in single, territories together 
shape an X. 

IN EIGHT HANDED FOUR PLAYERS TO A SIDE, position is 
similar to single, together occupying territories in shape an X. 

IN EIGHT-HANDED TWO PLAYERS TO A SIDE, positions 
same as in single, together having a territory. 



"THE AROUNDABOUTS" ON WEB. 

IN TWO AND FOUR-HANDED SINGLE AND FOUR-HANDED 
PARTNERS' number of spider entries may be one, two, three or four. The 
thrones or starting points of rounds are as follows ; star circle, figure 10, 20, 
and 30. Decide on number of entry to be played, first regular shake or spin, 
(highest number spun or spots shook) ; also, on number of rounds to game. 

Place game board in same position and make circuits (called rounds) from 
thrones around the board in same manner as kings in the game "Odds and 
Ends". Using even to advance and odd (adding one) to retreat ; if unable to 
to use all to advantage, then use in part or all to disadvantage. Full amount 
must when possible be used, otherwise turn is lost. 

While making the rounds, coming in contact by landing on top of antago- 
nist's spider off from throne, gives latter a set-back to nearest throne. Landing 
on top of spider on a throne holds former until relieved of his burden. If 
no number of rounds were previously agreed on, it is ten to the game. 

If a lengthier game is desired, instead of getting a set-back when off from 
throne, from antagonist's spider, a "dot" fine is imposed, which makes null and 
void one-half of an already or to be earned stroke. 

Keep count of rounds, by making a parallel pencil stroke for each, and 
crossing with fifth through center. When a fine is imposed put a dot on end of 
stroke two dots make stroke null entirely before or after it is earned. 

IN EIGHT-HANDED SINGLE, each player may as agreed have one 
or two entries, star circle or home ; star circle and 10, or 20 and 30, 

IN TWELVE AND SIXTEEN-HANDED, each plays a single spider 
Subject to above instructions. 

A spider off from throne at end of game is fined two points. Forcing 
and backing must not be beyond starting point throne, and be within the 
circuit given to kings in game "Odds and Ends". 

PARTNERSHIP GAMES. 



IN EIGHT AND SIXTEEN-HANDED, partners occupy thrones in 
territorries shaping an X. In former one player has spider on each 30 and 20 
figures, the other on star circle and figure 10. In latter game, each player a 
spider and throne within the terricories. 

IN TWELVE-HANDED, THREE OR SIX PLAYERS TO A 
SIDE. In former partners to a territory occupying star circle, figure 30 and 20 
or 30. In latter same position other three players of side are directly across. 

Partners not obliged to subject one another to a fine or set-back, and 
when unable to use amount of spin or shake moving their own, may move part 
or alll on partners' spider. Full amount must be used as in single handed. 




Jk. 



THE °§° SPIDERS. 





Hunting spiders running about, but 

Continually in vicinity of abode, 
In quest of prey with intend to slay, 

But welcome little flies to stay. 
In woven tubes and fissures hidden, 

Nothing seems at all forbidden, 
In fact on Web all flies are smitten 

'Til like lightn'g from spider stricken. 
On he'd leaped with marvelous speed, 

Suspended on a thread ; he seized. 



Wandering spiders throw out threads 

Unbeknown to entruding flies, 
No permanent place to reside; are 

Stinting progress of flies, jump on and 
Bite at opportunity, on first sight. 

They do not weave a regular Web 
But stretch out lines for deception, 

With running power to side or back, 
Ready for advantage, with a snap 

To kill the fly or ensnarl in Web. 



Prowling spiders having their nests 

But not contended never at rest, 
Prowling about in neighborhood 

Or in the threads by them were put, 
To deceive the fly in its look ; 

Entering inocently in its spread, 
Of ensnarling spiders ' cobweb, 

Then boldly rushing on its prey, 
And taking its life entirely away. 

Three times more, on others repeats 
And its work for the time, completes, 



Sedentary spiders those of a tribe 

Motionless until fly within sight. 
Majority of mankind very well knows 

Common weaver everywhere home 
Spinning large Webs here and there, 

Lying 'wait for prey at middle or side. 
Employing their Webs in order to catch, 

While others depend on leap&strength 
Others for habitation home have spun, 

Still others from holes & crevices run; 
Fly captured in Web is certainly done. 

Now from the various spider threads, 

Modes, habits of spider, and his Web, 
Thoughtful lessons can be reaped, 

Learning snarls, law of money-sharks, 
Sharpers advantages, inhuman hearts, 

Cares not what sufferings he imparts, 
Extracting moneys or their values, 

Illgotten gains to them all the same 
Through their unjust, unlawful art 

When they can quench the law, and 
In fraud and trickery are smart. 

With a jibing body, wagging tongue 
Look for approval, what they 've done. 



Sedentary spiders all. are they, 

Carefully watching approach or entry, 
Encouraging flies to only venture 

Into web, and by that indenture 
Seal their claim to a beautiful home, 

To occupy in Web by flies alone. 
Spiders with their sudden maneuvers, 

Onward rush, surprising troopers, 
With their poisonous biting weapons, 

Kill the fly and with Web seal verdict. 
Then spiders again rule supreme. 

Well, kind reader, this writing will do 

Otherwise I '11 be likely to mislead you 
The games on "Web" will certainly do 

More toward happiness, amusement, 
Fun, pleasure, comford, entertainment, 

Pass leisure time, keep company 
With friends a.nd save money for you ; 

Than anything ever offered, or 
Bought for so nominal a sum by you. 

Getting very latest, market affords, 
A Web game and learning fine cords, 

Imagine a picture, business world, 
Avoid, like author has been, ensnarled. 

"WEB". 



LIBRARY OF CONGRESS 



021 094 299 3 




